Im kinda refurbishing an old gore script and im making so if you get shot your body part gets sent flying, i had to learn linear velocity for this so it will definitely be bad
Btw the script is acheived using special character models with an attatchment in their left and right arms
edit : Also i dont get any errors in studio for some reason
local bullet = script.Parent local attackerTag = bullet.Attacker.Value bullet.Touched:Connect(function(hit) local char = hit.Parent local isHumanoid = char:FindFirstChild("Humanoid") local Force = Instance.new("LinearVelocity") Force.MaxForce = 1000 Force.RelativeTo.Value = "Attatchment" hit.Parent = game.Workspace hit.CanCollide = true if hit.Name == "Left Arm" then char.Torso["Left Shoulder"]:Destroy() elseif hit.Name == "Right Arm" then char.Torso["Right Shoulder"]:Destroy() end if isHumanoid and char.Name ~= attackerTag then isHumanoid:TakeDamage(100) end Force.Parent = hit.BlowSite Force.Attachment0 = Force.Parent Force.VectorVelocity.Y = 1000 Force.VectorVelocity.Z = 800 wait(0.2) Force.VectorVelocity.Y = 0 Force.VectorVelocity.Z = 0 print("Blow-Back Successfull") end)
I don't know if this will fix the whole thing, but 1 problem I see is that you can't assign to RelativeTo.Value
. That value is just the number value of the enum for ActuatorRelativeTo. Instead you can do RelativeTo = 0
or RelativeTo = Enum.ActuatorRelativeTo.Attachment0
. Lmk if changing that fixes anything, if not I'll take a more detailed look at it.